Spaces:
Sleeping
Sleeping
<html> | |
<head> | |
<title>Three.js Pick and Place</title> | |
<style> | |
body { margin: 0; overflow: hidden; } /* Hide scrollbars */ | |
canvas { display: block; } | |
</style> | |
</head> | |
<body> | |
<script type="importmap"> | |
{ | |
"imports": { | |
"three": "https://unpkg.com/[email protected]/build/three.module.js", | |
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/" | |
} | |
} | |
</script> | |
<script type="module"> | |
import * as THREE from 'three'; | |
let scene, camera, renderer, groundMesh; | |
let raycaster, mouse; | |
const placedObjects = []; // Keep track of placed objects | |
// --- Access State from Streamlit (set in global scope via injection) --- | |
// Default value if injection fails for some reason | |
const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None"; | |
function init() { | |
// --- Basic Setup --- | |
scene = new THREE.Scene(); | |
scene.background = new THREE.Color(0xabcdef); // Light blue sky | |
// --- Camera (Orthographic adjusted for better view) --- | |
const aspect = window.innerWidth / window.innerHeight; | |
const viewSize = 30; // Increase view size | |
camera = new THREE.OrthographicCamera( | |
-viewSize * aspect / 2, viewSize * aspect / 2, | |
viewSize / 2, -viewSize / 2, | |
0.1, 100 // Adjust near/far planes | |
); | |
// Position camera higher and angled slightly for better 3D view | |
camera.position.set(10, 20, 10); | |
camera.lookAt(scene.position); // Look at the center | |
camera.zoom = 1.2; // Zoom in a bit | |
camera.updateProjectionMatrix(); | |
scene.add(camera); | |
// --- Lighting (Improved) --- | |
// Ambient light for overall illumination | |
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); // Soft white light | |
scene.add(ambientLight); | |
// Directional light for sunlight and shadows | |
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0); | |
directionalLight.position.set(15, 30, 20); // Adjust position for angle | |
directionalLight.castShadow = true; | |
// Configure shadow properties (important!) | |
directionalLight.shadow.mapSize.width = 2048; // Higher res shadows | |
directionalLight.shadow.mapSize.height = 2048; | |
directionalLight.shadow.camera.near = 0.5; | |
directionalLight.shadow.camera.far = 100; | |
// Adjust shadow camera frustum to cover the playable area | |
directionalLight.shadow.camera.left = -30; | |
directionalLight.shadow.camera.right = 30; | |
directionalLight.shadow.camera.top = 30; | |
directionalLight.shadow.camera.bottom = -30; | |
directionalLight.shadow.bias = -0.001; // Helps prevent shadow acne | |
scene.add(directionalLight); | |
// Optional: Visualize the shadow camera | |
// const shadowHelper = new THREE.CameraHelper(directionalLight.shadow.camera); | |
// scene.add(shadowHelper); | |
// --- Ground --- | |
const groundGeometry = new THREE.PlaneGeometry(50, 50); // Larger ground | |
// Use MeshStandardMaterial for lighting/shadows | |
const groundMaterial = new THREE.MeshStandardMaterial({ | |
color: 0x55aa55, // Grassy green | |
roughness: 0.9, | |
metalness: 0.1 | |
}); | |
groundMesh = new THREE.Mesh(groundGeometry, groundMaterial); | |
groundMesh.rotation.x = -Math.PI / 2; // Rotate flat | |
groundMesh.position.y = -0.05; // Position slightly below origin | |
groundMesh.receiveShadow = true; // Allow ground to receive shadows | |
scene.add(groundMesh); | |
// --- Raycaster and Mouse Vector --- | |
raycaster = new THREE.Raycaster(); | |
mouse = new THREE.Vector2(); | |
// --- Renderer (Shadows Enabled) --- | |
renderer = new THREE.WebGLRenderer({ antialias: true }); | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
renderer.shadowMap.enabled = true; // Enable shadow map rendering | |
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows | |
document.body.appendChild(renderer.domElement); | |
// --- Event Listeners --- | |
document.addEventListener('mousemove', onMouseMove, false); | |
document.addEventListener('click', onDocumentClick, false); | |
window.addEventListener('resize', onWindowResize, false); | |
// --- Start Animation --- | |
animate(); | |
} | |
// --- Object Creation Functions (Using Primitives) --- | |
function createSimpleHouse() { | |
const group = new THREE.Group(); | |
const mainMaterial = new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 }); | |
const roofMaterial = new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 }); | |
// Base (BoxGeometry) | |
const base = new THREE.Mesh(new THREE.BoxGeometry(2, 1.5, 2.5), mainMaterial); | |
base.position.y = 1.5 / 2; // Sit on ground | |
base.castShadow = true; | |
base.receiveShadow = true; | |
group.add(base); | |
// Roof (ConeGeometry or angled planes) - using Cone here | |
const roof = new THREE.Mesh(new THREE.ConeGeometry(1.8, 1, 4), roofMaterial); // Radius, Height, Segments (4 for pyramid) | |
roof.position.y = 1.5 + 1 / 2; // Place on top of base | |
roof.rotation.y = Math.PI / 4; // Align edges | |
roof.castShadow = true; | |
roof.receiveShadow = true; | |
group.add(roof); | |
return group; | |
} | |
function createTree() { | |
const group = new THREE.Group(); | |
const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 }); // Brown | |
const leavesMaterial = new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 }); // Forest Green | |
// Trunk (CylinderGeometry) | |
const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.3, 0.4, 2, 8), trunkMaterial); // RadiusTop, RadiusBottom, Height, Segments | |
trunk.position.y = 2 / 2; | |
trunk.castShadow = true; | |
trunk.receiveShadow = true; | |
group.add(trunk); | |
// Leaves (SphereGeometry or Icosahedron) | |
const leaves = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2, 0), leavesMaterial); // Radius, Detail (0=less poly) | |
leaves.position.y = 2 + 0.8; // Place above trunk | |
leaves.castShadow = true; | |
leaves.receiveShadow = true; | |
group.add(leaves); | |
return group; | |
} | |
function createRock() { | |
// Use Icosahedron for irregular shape, or Sphere with displacement later | |
const rockMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 }); | |
const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7, 0), rockMaterial); // Radius, Detail | |
rock.position.y = 0.7 / 2; // Sit on ground (approx) | |
rock.rotation.x = Math.random() * Math.PI; | |
rock.rotation.y = Math.random() * Math.PI; | |
rock.castShadow = true; | |
rock.receiveShadow = true; | |
return rock; // Simple mesh, no group needed | |
} | |
function createFencePost() { | |
const postMaterial = new THREE.MeshStandardMaterial({ color: 0xdeb887, roughness: 0.9 }); // BurlyWood | |
// Use BoxGeometry for a simple square post | |
const post = new THREE.Mesh(new THREE.BoxGeometry(0.2, 1.5, 0.2), postMaterial); | |
post.position.y = 1.5 / 2; | |
post.castShadow = true; | |
post.receiveShadow = true; | |
return post; | |
} | |
// --- Event Handlers --- | |
function onMouseMove(event) { | |
// Calculate mouse position in normalized device coordinates (-1 to +1) | |
mouse.x = (event.clientX / window.innerWidth) * 2 - 1; | |
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; | |
} | |
function onDocumentClick(event) { | |
console.log("Click! Selected type:", selectedObjectType); // Debug | |
if (selectedObjectType === "None") { | |
console.log("No object type selected for placement."); | |
return; // Don't place anything if "None" is selected | |
} | |
// Update the picking ray with the camera and mouse position | |
raycaster.setFromCamera(mouse, camera); | |
// Calculate objects intersecting the picking ray - only check the ground | |
const intersects = raycaster.intersectObject(groundMesh); | |
if (intersects.length > 0) { | |
const intersectPoint = intersects[0].point; | |
console.log("Intersection at:", intersectPoint); // Debug | |
let newObject = null; | |
// Call the correct creation function based on the selected type | |
switch (selectedObjectType) { | |
case "Simple House": | |
newObject = createSimpleHouse(); | |
break; | |
case "Tree": | |
newObject = createTree(); | |
break; | |
case "Rock": | |
newObject = createRock(); | |
break; | |
case "Fence Post": | |
newObject = createFencePost(); | |
break; | |
default: | |
console.warn("Unknown object type:", selectedObjectType); | |
return; // Don't place unknown types | |
} | |
if (newObject) { | |
// Position the new object at the click point on the ground | |
// The Y position is handled within the create functions to sit on origin | |
newObject.position.x = intersectPoint.x; | |
newObject.position.z = intersectPoint.z; | |
// Y position might need slight adjustment depending on object origin | |
// For objects created with base at y=0, intersectPoint.y is close enough | |
scene.add(newObject); | |
placedObjects.push(newObject); // Track the object | |
console.log(`Placed ${selectedObjectType} at`, newObject.position); | |
} | |
} else { | |
console.log("Click did not intersect ground."); | |
} | |
} | |
function onWindowResize() { | |
const aspect = window.innerWidth / window.innerHeight; | |
const viewSize = 30; | |
camera.left = -viewSize * aspect / 2; | |
camera.right = viewSize * aspect / 2; | |
camera.top = viewSize / 2; | |
camera.bottom = -viewSize / 2; | |
camera.updateProjectionMatrix(); | |
renderer.setSize(window.innerWidth, window.innerHeight); | |
} | |
function animate() { | |
requestAnimationFrame(animate); | |
// Add any animations here later if needed | |
renderer.render(scene, camera); | |
} | |
// --- Start the app --- | |
init(); | |
</script> | |
</body> | |
</html> |